Quickly tested gbuffer modification shader idea for desert town. Idea is to add procedural dust top of horizontal surfaces which just desatures albedo to sand color, specular to sand levels and lerp rougness towards max. It's also fill small cracks independantly on normal direction. For vertical surfaces its create just some dirt gray to give some weary/old look. Quite happy with initial results after half of hour coding. Goal is to allow better asset reusing for different themes.https://www.dropbox.com/s/5and66s0ekk34a6/DesertShaderOff.pnghttps://www.dropbox.com/s/o89uvie5pckg1e3/DesertShaderOn.png

Future ideas would be use some kind of noise and maybe even adding dust to corners which I could detect by reusing SSAO info with some treshold and ramp.

Today I finally brought myself to finish the wall editing part of editor. The automatic connection part for "wall painting" is trivial but with the graphical progression I needed more variations. Now I can go through the wall variants (normal/door frame/window/broken/etc.) by hovering over the wall and use mouse scroll. This of course broke my map format, so I was demotivated for a couple of days :-).

I read about the OpenGL Initiative. This will be very awesome if Khronos is able to pull this off as it will get rid of all the bloat that has accumulated in the API over the years and give us a modern way to access the CPU and GPU.

Lookin good, one crit I might consider reducing the head sway a tad. Watching the video made my eyes feel a little weird, but I'm sure when at the controls it feels different so idk. Just some friendly advise

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